Well...it's been quite a morning.
The Guru and Dwervyn have shown initiative and leadership, and have been well supported by up-and-comer priestess Kazandra. Titan has had his usual devastating impact, and Lysander has had the closest of shaves to see another day. Elzix and Bridget have been wisely keeping well clear of the front ranks, survival instincts in this hostile environment being primary.
Mugwort has shown courage and loyalty, but has lost his faithful bugbear crew, and has only what remains of the Air Temple crew that he talked around. Sven has been on hand to sing a lively tune and rally the troops.
Air Temple Bugbears: 2, 3 hp's.
Brian + 2 Gnolls - 8/9, 13/13, and 6/6 hp's + 1 Hobgoblin 1/8 hp.
River Sailor - 0 lvl - 6/6 hp + 4 Men-at-Arms - 0 lvl - 4 hp each. Each can be kitted with Chain Mail + longsword/javelin quite easily.
You have now set free 2 merchants and 3 servants from 114.
You are suitably attired in brown surcoats, and one might be forgiven for thinking you are now the replacements for the Earth Temple followers.
Next on your agenda is 147, 150, 151. You might like to nominate if there are split groups, who is where, and what path you will take to get to your destinations.
Truly a work of beauty. Release the man on the rack and the human captives. Search the room and the torturer.
Posted by: Kazzandra | April 29, 2009 at 10:19 AM
After motioning to your companions, and seeing that it has finally sunk in, you stroll up to the cell, pause briefly to watch the bugbear fluff about with his keys getting ready to go in and unlock the occupants from their wall chains, and as he disappears inside, casually tug the edge of the door and let it creak shut. With the same hand, you tip the locking bar, and patiently whistle a tune as it slams into place.
Bugbear secured.
The Turnkey has no chance.
We'll call it 8:1 on that skill challenge, which equates to 3rd level of success.
The torturer is dead, the bugbear is experiencing some level of grief now locked in with his prisoners. The two human female captives are moments from freedom, and a man remains stretched out on the rack.
Posted by: TheDM | April 29, 2009 at 09:08 AM
13 on bugbear lockage
Posted by: Kazzandra | April 28, 2009 at 03:08 PM
With a 19, that makes 6:1 - you've made level 2 complexity, but you owe me a roll for locking the BB inside the cell.
The crew suddenly get it, look at themselves and chuckle as they prepare to bring an overwhelming fury to the back of the turnkey.
Posted by: TheDM | April 28, 2009 at 09:09 AM
The three signified the lack of brain power on the part of my comrades.
Kaz tries again with a more vigerous motion and a mouthed "stab him in the head'.
19 it is.
Posted by: Kazzandra | April 27, 2009 at 07:20 PM
We'll say the chopping hand motion was your 3, and I can't see you getting enough bonuses to get you acroos the line, so:
Your comrades stare back quizzically. Mugwort squints and hesitantly waves back. Brian uncertainly fingers his weapon, shakes his head slightly whilst feigning the karate chop, indicating that he thinks he'd be better off armed than just with his hands.
Another roll to apply to the bar manouevre, and another again if you want to try again with the communication.
Posted by: TheDM | April 27, 2009 at 06:40 PM
Kazzandra will go for the bar and motion for the other to attack the torturer. Use a chopping hand motion i guess and point at his back.
Rolled a 3.
Posted by: Kazzandra | April 24, 2009 at 10:44 AM
Well you'll need a d20 roll for locking the bugbear in.
How will you get the others wailing on Mr T?
Posted by: TheDM | April 23, 2009 at 08:54 AM
I think we will roll with the initial plan. Kazzandra will go for the door with the bar and lock him in while the others will wail on the torturer.
Posted by: Kazzandra | April 22, 2009 at 10:23 AM
With 5 successes and 0 fails on your rolls so far, you have gone far enough to get to the first level of complexity.
There are five levels of complexity, and come at 4,6,8,10, and 12 successes.
When you have 3 fails, that's it, challenge over. If you have not even made 1 level of complexity, you have completely failed. Otherwise, you take whatever success you have up to that point and go from there.
In this case, you would have surprise on 1 opponent. At the next level, you'd probably have surprise on both. As you get more successes, you unlock more advantage. The top level could end up being that you've freed all the prisoners, locked the bad guys in the cells, and found something interesting.
---
The bugbear slings the heavy chains over his shoulder, and lifts the bar that secures the door from this side.
The turnkey removes some of his accoutrements, and prepares to enter the cell.
You are in position, and have signalled your companions.
The turnkey says to you, "This will only take 5 minutes or so...you can watch if you like..."
Posted by: TheDM | April 22, 2009 at 09:01 AM
Giggle, giggle. If i can even get one into the cells, i will attack the other from behind. When his back is turned, i wil signal for the others to come into the room. When the bugbear goes into the cell, i will slam the door closed. If he has used a key to get in, will lock it or if it is a bar, i will drop it into place. As i do that i will call for Mugwort, Brian and all the NPC's to attack the torturer.
Roll = 13
Posted by: Kazzandra | April 22, 2009 at 07:14 AM
The torturer tells the bugbear to organise the orcs, and points to a couple of heavy chains hanging on a wall.
He says he'll look after the girls, and whispers something to his helper with a chuckle.
Posted by: TheDM | April 20, 2009 at 08:36 PM
"mmmmm, i hope Romag gives the girls to me. Ok, get em out".
My purpose here is to get the bad guys ino the cells and lock them in. I want to encourage them to show me the implements and cells. They do not seem to sharp (excuse the pun) but i may need Mugwort or Brian to shove them in if necessary.
Roll = 12
Posted by: Kazzandra | April 14, 2009 at 09:28 AM
Lurid light from a flaming cresset and a glowing brazier full of charcoal reveals a 30' x 20' chamber containing a rack, iron maiden, cage, and all the other unspeakable devices common to a torture chamber. Two adjacent 10' square alcoves, one to the south and one east, are barred, their doors held fast by chain and padlock. Two prisoners are in each, obviously here to await the tender mercies of the torturers. Two female humans are in the south alcove, and two orcs in the east.
Posted by: TheDM | April 11, 2009 at 07:18 PM
Giggle...Don't worry, there will be more where they came from. But we need to make sure these cells are secure. They say that some adventurers took out some of the bandits outside and Romag wants them to spend some qaulity time down here.
Show me the cells.
Roll = 13
Posted by: Kazzandra | April 09, 2009 at 03:52 PM
"Why aren't sharp tools as much fun as blunt ones boss?" whispers the bugbear assistant.
"Do I have to explain the whole spoon versus axe theory to you again?" the turnkey says impatiently, "...twit."
The assistant obediently releases the somewhat surprised victim from the rack.
"These other ones look like they need to be woken up - I'll just give 'em a few turns on the rack eh? Send 'em along in a few minutes," the boss says helpfully.
Posted by: TheDM | April 08, 2009 at 09:44 PM
Sorry, thought you meant +3per level. Nocharisma mod.
Lacrisa giggles maliciously. "As much as i would like to watch, Romag wants his meat fresh. Cut him down and tie his hands. Mugwort, take these prisoners back to Romags rooms."
Lacrisa heads to the table and starts inspecting the torture implements. "I like that these are blunt, sharp tools are never as much fun".
Roll = 16
Posted by: Kazzandra | April 07, 2009 at 12:15 PM
+1 for level, I don't know your CHA mod, you can have + 2 for disguises.
Roll of 17 is a success.
"Oh ok," says the torturer, "I'll be finished with this one in about 5 minutes. Can you give me an hour or so to tenderise the next two?"
Posted by: TheDM | April 07, 2009 at 09:00 AM
Rolled 17. +3 for level and reckon a further +2 for our disguises. Possibly a further mod for having humanoids in the party.
Posted by: Kazzandra | April 05, 2009 at 07:47 PM
Roll a d20...+1 for level, CHA bonus, plus some discretionaries if you have any.
Posted by: TheDM | April 05, 2009 at 10:59 AM
Bluff.
"I am Lacrisa, and have been sent by Romag to collect prisoners for sacrifice. Romag has also asked that i check your equipment and ensure that this operation is fully functional."
Posted by: Kazzandra | April 05, 2009 at 06:29 AM
Intended actions...?
Posted by: TheDM | April 03, 2009 at 09:21 AM
6 it is
Posted by: Kazzandra | April 01, 2009 at 06:28 PM
Kazzandra expertly surveys the target, sit-rep is in. A deft, quiet move signals the number of enemies, and their location.
Lysander scoffs quietly to himself. Yep, all VERY interesting. Chain mail turnkey, bugbear assistant, shirtless upside-down human victim. So, what else is new?
Lysander's usual disinterest in the posturing and posing of a playful teenage vixen isn't the main issue here.
It's the annoying fact that as she turned to signal the crew, the door behind her opened slowly to its full extent, revealing three quizzical faces.
The turnkey's eyes peer through the leather. The assistant picks his nose with this left hand, his right fingering his flail. The victim raises his head, blinks blood and sweat away from his eyes, and tries to understand what the suitably attired juvenile Earth Temple follower in his cell doorway is all about.
Roll initiative.
You don't have to fight but an initiative roll is still going to be useful for whatever actions you want to take.
Posted by: TheDM | March 31, 2009 at 09:41 PM
Hang a minute, refer to DM intro -
'You are suitably attired in brown surcoats, and one might be forgiven for thinking you are now the replacements for the Earth Temple followers'.
Might they not think we were temple followers? We do have some Bugs and Gnolls with us.
Posted by: Kazzandra | March 30, 2009 at 07:31 PM